24
Sep

Crafting with Runic Tools

   Posted by: Palma   in Gameplay

If you don’t know how to get Runic Tools, you can learn more about that Here

Crafting an item using a Runic Crafting Tool results in a random magic item property (or properties) being added to that item. The number of properties that are added to the crafted object and the minimum and maximum % intensity of each property are determined by the type of material the Runic tool is constructed from.

runics

Note: All Bows created with Runic kits have the following special property ranges:

  • Luck intensity: max 120 (usually 100)
  • HCI: max 25 (usually 15)
  • DCI: max 25 (usually 15)
  • Elemental Resists (fire, cold, poison, energy): max 18 (usually 15)

Example : Crafting a Verite Ring Mail Tunic with an Agapite Runic Hammer.

Let’s say we’ve crafted that Verite Ring Mail Tunic we talked about earlier using an Agapite Runic Hammer. First the item is created, and we have a Verite Ring Mail Tunic with 6% Physical, 6% Fire, 3% Cold, 8% Poison, and 4% Energy resist.

Now, since we used a Runic Hammer to create the item, extra magical properties are added to the item.

An Agapite Runic Hammer always attempts to apply 4 random magic properties to any weapon or piece of armor it was used to craft, so our Verite Ring Mail Tunic will now get 4 random magic properties in addition to its base resistances.

The system first determines a random property from the list of properties that can be applied to Armor pieces. Let’s say the first random property chosen is Luck, which adds to the player’s total Luck stat when the item is worn, giving them a chance at finding better magic items as loot when they kill a monster.

The Luck property for a single item can have an intensity of 1 to 100. That is, each armor piece with a Luck property can add between 1 and 100 points to the character’s Luck stat when the item is worn. Normally, when applying this property the amount of Luck added to the armor piece will be a random number between 1 and 100.

However, since we used an Agapite Runic Hammer to craft this item, any property it adds can only have an intensity between 65% and 100% of the property’s maximum value.

So when the Luck property is added to our Verite Ring Mail Tunic, the randomly chosen Luck intensity will be between 65-100 instead of 1-100. Using the Agapite Runic Hammer ensures we will get at least a good value (65 Luck), and possibly get the best value (100 Luck).

The 3 remaining random magic properties will then be added to the Verite Ring Mail Tunic in the same way, all having minimum values determined by the fact that we used an Agapite Runic Hammer to craft the item.

The types of magic properties that can be added are the same as those that can be randomly found as monster loot, with the exception of Fletching kits, which have some special properties.

24
Sep

Item Properties

   Posted by: Palma   in Gameplay

This page details the different properties you can find on magic items.

The numbers listed as the maximum attainable is for normally spawning/crafted items, except where a hard cap exists.

Property Intensity Range Found on Capped Description
Balanced N/A Weapons N/A Allows potions to be drunk while holding a 2 handed weapon. The Balanced Property currently only exists on Bows.
Chaos Damage N/A Weapons
Quivers
N/A A random chance for one of the elemental damages: Physical; Fire; Cold; Poison; or Energy Damage
Cold Damage 10 – 100 Weapons N/A The weapon inflicts some or all of its damage as cold damage, which is compared directly to the targets cold resist.
Cold Resist 1 – 15 Weapons,
Armor, Jewelry
70 Cold Resist allows you to resist a percentage of all cold damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
Craft Bonus 1 – 30 Talismans N/A Increases the percentage chance to make any item which the wearer has the required skill to attempt.
Does not add to skill points.
Craft Exceptional bonus 1 – 30 Talismans N/A Increases the percentage chance to craft an item of exceptional quality.
Curse Removal N/A Talismans N/A Removes a curse from a target, has a recharge delay. May have a limited number of charges.
Damage Increase 1 – 50
1 – 25
Weapons,
Jewelry
100 Increases the base damage you inflict with your weapon
Damage Modifier N/A Quivers No Increases the final damage  dealt by the bow it’s used with.
Defense Chance Increase 1 – 15 Weapons,
Shields,
Jewelry
45 Increases your chance to dodge blows.
If before DCI is applied you have 50% chance to dodge, with 20% DCI you will have 60% chance to dodge.
Dexterity Bonus 1 – 8 Jewelry 150 Increases your Dexterity Stat by the number of points on the item.
Direct Damage N/A Quivers N/A Applies direct damage before calculations of armor resists.
Energy Damage 10 – 100 Weapons N/A The weapon inflicts some or all of its damage as energy damage, which is compared directly to the targets energy resist.
Energy Resist 1 – 15 Weapons,
Armor,
Jewelry
70* Allows you to resist a percentage of all energy damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
* Elven characters have a cap of 75.
Enhance Potions 5 – 25 Jewelry 50 Increases the effects of potions when they are used. Poison and nightsight potions are excluded.
Faster Cast Recovery 1 – 3 Jewelry,
Spellbooks
6 Shortens waiting time between casting spells by 0.25 second per point.
Crafted Spellbooks have a maximum range of 1 – 2 FCR.
Faster Casting 1 Weapons,
Shields,
Jewelry,
Spellbooks,
Wands
2(4) Decreases the time required to cast Magery and Chivalry spells by 0.25 seconds per point. Capped at 2 for magery and 4 for chivalry.
Fire Damage 10 – 100 Weapons N/A This weapon inflicts some or all of its damage as fire damage, which is compared directly to the targets fire resist.
Fire Resist 1 – 15 Weapons,
Armor,
Jewelry
70 Allows you to resist a percentage of all fire damage .
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
Hit Chance Increase 1 – 15 Weapons,
Shields,
Jewelry
45 Increases your chance to hit your opponents.
If you before Hit Chance Increase is applied have 50% chance to hit, with 20% Hit Chance Increase you will have 60% chance to hit.
Hit Cold Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict cold damage on all hostile creatures within a 5 tile range.
Hit Dispel : 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell dispel on any summoned creature.
Hit Energy Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict energy damage on all hostile creatures within a 5 tile range.
Hit Fire Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict fire damage on all hostile creatures within a 5 tile range.
Hit Fireball 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell fireball on the target.
Hit Harm 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell harm on the target.
Hit Life Leech 2 – 50 Weapons N/A Has a percentage chance on each hit to convert 30% of the damage inflicted on the target into hit points for the wielder.
(If you hit your target for 50 damage, you have a chance of healing 15 hit points).
Hit Lightning 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell lightning on the target.
Hit Lower Attack 2 – 50 Weapons N/A Has a percentage chance on each hit to lower the hit chance of the target  (HCI -25). Approximate duration, 5-10 seconds, not cumulative.
Hit Lower Defense 2 – 50 Weapons N/A Has a percentage chance on each hit to lower the defensive capabilities of the target(DCI -25). Approximate duration, 5-10 seconds, not cumulative.
Hit Magic Arrow 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell magic arrow on the target.
Hit Mana Leech 2 – 50 Weapons N/A Restores up to 40% of the displayed percentage of the damage dealt as Mana to the weapon’s wielder
Hit Physical Area 2 – 50 Weapons N/A Had a percentage chance on each hit to inflict physical damage on all hostile creatures within a 5 tile range.
Hit Point Increase 1 – 5 Armor 25 Increases your maximum hit points by the number of points on the item.
Hit Point Regeneration 1 – 2 Armor N/A Increases the rate at which you regain hit points. (0.1 hit point per second per hpr point).
Hit Poison Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict poison damage on all hostile creatures within a 5 tile range.
Hit Stamina Leech 2 – 50 Weapons N/A Has a percentage chance on each hit to convert 100% of the damage inflicted on the target into stamina for the wielder.
(If you hit your target for 50 damage, you have a chance of regaining 50 stamina).
Intelligence Bonus 1 – 8 Jewelry,
Spellbooks
150 Increases your Intelligence Stat by the number of points on the item.
Crafted Spellbooks have a maximum range of 1 – 6.
Lower Ammo Cost 20 Quivers 20 Reduces the number of arrows/bolts used by a percentage.(only currently on Quiver of Infinity)
Lower Mana Cost 1 – 8 Armor,
Jewelry,
Spellbooks
40 Lowers the amount of mana needed to cast a spell or use a special move.
Crafted Spellbooks have a maximum range of 1 – 6.
Lower Reagent Cost 1 – 20 Armor,
Jewelry,
Spellbooks
100 Lowers the amount of reagents needed to cast spells, both magery and necromancy. 100% negates the need to carry reagents at all. Tithing points, though unused, are required to be available to cast Chivalry spells. Crafted Spellbooks have a maximum range of 1 – 16.
Lower Requirements 10 – 100 Weapons,
Armor,
Shields
N/A Lowers any stat requirements the item has by a percentage. If an item has 100% Lower Requirements, it will have no stat requirements.
Luck : 1 – 100 Weapons,
Armor,
Shields,
Jewelry
N/A Potentially increases monster loot in 3 ways;  a)number of items; b)number of properties;  ic)ntensty of properties.
Maximum on normal loot 100 on shields 0, Maximum enhanced 140, on shields 40. More information can be foundhere.
Mage Armor N/A Armor N/A Negates impediments to both active and passive meditation from armor types that would normally block it.
Also negates impediment to stealth skill.
Mage Weapon -29 – -20* Weapons N/A Allows magery skill to substute for the normal combat skill of the weapon. Special moves cannot be used via this substitution.  Magery skill is reduced by up to 30 points while a mage weapon is equiped.
Mana Increase 1 – 8 Armor, Spellbooks N/A Increases your maximum mana by the number of points on the item Crafted Spellbooks have a maximum range of 1 – 6.
Mana Regeneration 1 – 2 Armor, Spellbooks 18 Increases the rate at which you regain mana. (0.1 point per second per point of MR)
Crafted Spellbooks have a maximum intensity of.
Night Sight N/A Armor, Jewelry N/A Negates dark nights
Physical Damage 10 – 100 Weapons N/A This weapon inflicts some or all of its damage as physical damage, which is compared directly to the targets physical resist.
Physical Resist 1 – 15 Weapons,
Armor,
Jewelry
70 Allows you to resist a percentage of all physical damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
Poison Damage 10 – 100 Weapons N/A This weapon inflicts some or all of its damage as poison damage, which is compared directly to the targets poison resist.
Poison Resist 1 – 15 Weapons,
Armor,
Jewelry
70 Poison Resist allows you to resist a percentage of all poison damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
Random Protection 1 – 60 Talismans N/A Reduces the damage taken from a randomly named creature by a percentage amount.
Random Killer 1 – 100 Talismans N/A Increases the damage inflicted on a randomly named creature by a percentage amount.
Random Summoner N/A Talismans N/A Summons a random creature.
Reflect Physical Damage 1 – 15 Armor,
Shields
105 Reflect Physical Damage will reflect a percentage of any physical damage that is inflicted on you back onto the one who inflicted it.
Replenish Charges N/A Instruments N/A Will recharge the uses of an instrument: 1 charge per 5 (in game) minutes.
Currently only exists on Flute of Renewal and Dreadhorn’s Flute.
Self Repair 1 – 5 Armor,
Shields
N/A Has a chance of regaining durability each time it takes damage in the amount of the self repair.
Skill Bonus 1 – 15 Jewelry,
Spellbooks,
N/A Increases your skillpoints in a particular skill, up to, but not exceeding your cap in that skill.
Skill Bonus items exist for all skills affected by champ spawn powerscrolls.
Crafted Spellbooks have a maximum range of 1 – 12 in  Magery, Evaluate Intelligence, Meditation or Resisting Spells.
Slayer N/A Weapons,
Instruments,
Talismans
N/A

Weapons will do double damage against all creatures within a certain group.
An instrument with the Slayer property will increase your success chances when using bard skills against all creatures within a certain group.
For a list of the different Slayer groups, go here.

Spell Channeling N/A Weapons,
Shields,
Wands
N/A Allows the casting of magery spells while a weapon or shield is equipped.
Has a penalty of Faster Casting -1 property, which can be cancelled out if the item also spawns with the faster cast 1 property.  In this case neither faster cast properties will display
Spell Damage Increase 1 – 12 Jewelry,
Spellbooks
15(PvP) Increases the amount of damage spells inflict.
Crafted Spellbooks have a maximum range of 1 – 9.
This property is capped at 15% for Player vs. Player combat only.
Stamina Increase 1 – 8 Armor N/A Increases your maximum stamina by the number of points on the item.
Stamina Regeneration 1 – 3 Armor 24 Increases the rate at which you regain stamina. (0.1 point per second per point of SR.)
Strength Bonus 1 – 8 Jewelry 150 Increases your Strength Stat by the number of points on the item.
Swing Speed Increase 5 – 30 Weapons 60 Increases the base speed at which you swing your weapon.
(Maximum swing speed = 1 swing per 1.25 seconds)
Use Best Weapon Skill N/A Weapons N/A Substitutes the character’s trained weapon skill for that normally required for the weapon type. (melee weapons only)
Velocity 2 – 50 Weapons N/A Velocity is a damage modifier found on some bows.
physical damage is added for each tile between the attacker and the target when the arrow strikes (#tiles x3 – max 30 points), if the property is triggered.
Ward Removal N/A Talismans N/A Removes any protective spells in effect on a target.
Weight Reduction N/A Quivers N/A Reduces the weight of the ammunition contained within it.
Wildfire Removal N/A Talismans N/A Believed to quench the fire created by casting wildfire.
10
Sep

Sickness

   Posted by: Palma   in Gameplay

In this world you have to take care of your health, and everyone else’s.

You can get sick in the following ways:
Bad weather
Rotten food
Infected Insects

Don’t forget your robe when there’s cold, don’t let your food get rotten and beware of those nasty bugs!

There are 6 known sicknesses:
-Headache
-Cold
-Flu
-Virus
-Plague
-Disease

Some are more contagious and dangerous then others. Some are more rare to get then others…

To cure your sickness you must go to a Medic and buy yourself a cure for your virus.

The sickness problem is getting worse and worse following the World’s history!

7
Sep

Lorendia Titles Overview

   Posted by: Aznar   in Gameplay, Guides

Lorendia partly uses custom titles. You can find the overview below.

The highest titles will be revealed as soon as someone reaches them, not before.

The Lorendia Titles Overview

31
Aug

Death System

   Posted by: Palma   in Gameplay

As we like to keep the environment more misterious and things more real we have changed the death system.

In the shards I’ve played I have always explored maps while dead, haunted people, spied on enemies, ressurected inside someone’s house to steal, etc.
And since no one likes people like me, our death system will not allow such things.

When you die you cannot leave your corpse. You can be ressurected as normal, and if there’s no one to ressurect you, you will have to wait 3 minutes.

After the three minutes you are presented with two options:
Wake up on your own – Simply open your eyes and loot your corpse
Be summoned – You let yourself be summoned to a special place next to Lake Shire.

The “be summoned” option is for difficult moments where your corpse is surrounded by monsters, or someone is rezkilling you when you wake up every 3 minutes, etc. So in order to prevent abuses and avoid quick traveling from deep dungeons back to Lake Shire, this option will give you penalties such as:
-Your corpse falls behind;
-If your beast companion wasn’t shrinked when you died, he falls behind;
-You are cursed in all skills for 15 minutes.

But of course we made you a corpse summoner that allows you to pick and summon one of your last 5 corpses, he also lets you know which one has the items. For 3.000gold he will summon a minion that will travel to the deeps of hell to get your corpse to your location.

And of course we made you a pet summoning system as well… (we spoil you), each pet that you summon will cost you 3.000gold.

So truthfully your penalties will only be:
-3.000 ~ 6.000gold
-Curse in all skills for 15 minutes.

If you want to know what’s on the other side, fight your way there or find a stargate address!
Good luck!

31
Aug

Skill & Stat System

   Posted by: Palma   in Classes, Gameplay, Guides

As we like to make things more easy and confortable for our players our stats & skills will raise differently then what you’re used to.
In our adventures in many other shards, we have came across easy, fast skill & stat raising as we have come across hard ones that take months and months and use tons of resources.
Not only that, we noticed that the shards that make them hard, do them by dificulting the skills. Let’s give an example:
A player wanting to raise alchemist skill in a shard that has a difficult skill system, would need to use infinite bottles, infinite reagents, get poisoned, need a healer to cure him, etc. And not only that, he would do it when he comes tired from work and school on his free time, when he should be having fun…

Lorendia will of course end all that pain.
In Lorendia we will operate in a normal skill raising system until 70 real skill using the Guaranteed Gain System, after which the Rate over Time takes over.
Firstly, once you reach 70 in a skill, there will be intervals of time limiting the amount you can gain in that skills. The time per interval at which a skill can advance, will lengthen as the skill raises. For stats, the interval will remain constant regardless of how high your stats are.

Secondly, both skills and stats will have daily caps on the total amount of points you can gain in them in a given day. For skills, this daily cap does not come into effect until you reach 70.0 in that skill. This daily cap is cumulative and affects the progress of all skills of 70.0 or higher. Gains in skills below 70.0 will not count towards the daily cap. For stats, the daily cap is set from the beginning and remains the same throughout the development of your character. 

After you hit the daily cap, skills can still be used as normal, but no gains will be made on those skills above 70.0. 

Ok, so what does all of this mean for advancing skills and stats on Lorendia?

Skill points for skills under 70 points will gain as normal shards.
Skill points for skills between 70 and 79.9 points will gain a maximum of 20.0 points total per day, with a minimum of 3 minutes between point gained ( note: point gained=0.1 ).
Skill points for skills between 80 and 89.9 points will gain a maximum of 12.0 points total per day, with a minimum of 5 minutes between point gained ( note: point gained=0.1 ).
Skill points for skills 90.0 points and up will gain a maximum of 2.0 points total per day, with a minimum of 20 minutes between point gained ( note: point gained=0.1 ).
For stats (Strength, Dexterity, and Intelligence), the “rate-over-time” system works a bit differently. Per day, the maximum total stat gain that can be achieved is 12 points (For example, a character may gain 6 points in Strength, 4 points in Dexterity, and 2 point in Intelligence, equaling 12 total points gained). Stats will advance at constant time-based intervals and the stat raised per interval will be determined by the skills that one uses. 

So instead of endless macroing alchemy and wasting hours gathering reagents, you just need to do two or three potions every x minutes to gain in the skill.
Also, this removes any type of macrocheck for no one will be able to Powergame.
Also, macroing AFK will be possible, so you people that have little time to play, you can now macro afk, try to take the best use of every day period, so when you do you have your few hours to play, you can do things you like, such as hunt, gather money, train your beast companions, discover Stargates and the last and not least important, Roleplay!

Using the training dummies for Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.

Rewards:
To morale players to train up their skills, there will be rewards for fighting and merchant skills that reach 100.

Merchant skills that reach 100 will receive merchant special items related to them.

Fighting skills that reach 100 will be able to use the Special Abilities that give a good advantage in battle.

If you have any questions please write them in the Shard Questions forum.

31
Aug

Skill Rewards

   Posted by: Palma   in Gameplay

We want to reward those that put the time and effort into grandmastering merchant skills. All items below are newbied and you will get to choose your own name and color for them.

GM Alchemy – Mortar and Pestle Mortar & Pestle

GM Blacksmith – Smith’s Hammer Smith's Hammer

GM Bowcrafting – Bow                        Bow

GM Carpentry – Hatchet                    Hatchet

GM Mining – Pickaxe                           Pickaxe

GM Tailoring – Clothing Dye Tub    Dye tub

GM Bard(Music, Provocation, Peacemaking) - Instrument of choice  DrumsHarpLapharpLuteTambourineTambourine Tassel

Max Fame – Order / Chaos  Shield        Order shield Chaos shield

31
Aug

Open for Beta

   Posted by: Palma   in News

The moment all of us have been waiting for now has a date!  Lorendia – Mark of Destiny will open for Beta the next Thursday 03September.

You will be given a day to get familiarized with the world, explore the map a bit, see how things work, etc. But day 4 the action starts! Check the Calendar of events on the Website.

September:

03 – Open for Beta ~ Help settling the players in the world (Connecting with razor, etc.)
04- Lake Shire under attack!
05- Lake Shire receives a visit ~ Paladin Magic is introduced and placed in the world / Build of the city defences
07- A new threat ~ Necromancy is introduced and placed in the world
09- Arrival of the Samurai ~ For the first time in 500 years the Samurai visit Lake Shire / Bushido is introduced and placed in the World
11- The mayor is dead! ~ Ninjutsu is introduced and placed in the world
13- The sounds in the woods ~ Spellweaving is introduced and placed in the world

Welcome to Lorendia!

31
Aug

Special Abilities

   Posted by: Palma   in Gameplay, Guides

Fighters have the ability to tap their Mana to perform devastating maneuvers with their weapons that can have a variety of unusual side-effects. Each weapon type in the game (i.e.: long sword, spear, etc) will have a unique combination of a primary and a secondary special move. Fighters who have reached Grandmaster (100) skill level in their weapon skill will be able to execute a weapon’s primary and secondary special move while wielding weapons of that skill — making them twice as deadly! The skill level required can not be achieved through use of skill enhancing items, such as rings and bracelets, only real skill points are taken into account.

In most cases a complementary skill is required to perform these maneuvers. This is normally tactics, however there are a few exceptions.

A new icon on the paperdoll will open a book that details each special move available to the warrior, based on his or her skill level and equipped weapon. Much like the icons in a spellbook, these can be dragged from the book into the game window and double-clicked to activate the special move, as well as configured in macros for one-key activation. When activated, the special move icon highlights red, indicating the character is ready to perform the move. At the next opportunity, the special move is performed, and the icon returns to its un-highlighted state.

The Mana Cost of each special move can be reduced if the warrior’s skills are high enough. Add up the skill points for Swords, Mace Fighting, Fencing, Archery, Parrying, Lumberjacking, Stealth, Poisoning, Bushido and Ninjitsu. If the total lies between 200 and 299, subtract 5 from the Mana Cost. If the total is 300 or more, subtract 10 from the Mana Cost.

Some items have a property called “lower mana cost”. These items also reduce the Mana Cost of these Special Moves.

If a special move is attempted performed within 3 seconds after another special move, the mana cost of that move will be doubled.

There are 23 special combat moves in total. Each different type of weapon in the game has a different combination of primary and secondary special moves, making each weapon truly unique! Here is a rundown of all the combat special moves:

Description
Icon Mana Primary Secondary
Armor Ignore – This special move allows the skilled warrior to bypass his target’s physical resistance, for one shot only. The Armor Ignore shot does slightly less damage than normal. Against a heavily armored opponent, this ability is a big win, but when used against a very lightly armored foe, it might be better to use a standard strike. For this attack, the defender has 0 Physical Resistance, but the attack only does 90% normal damage.
30 Hatchet, Long Sword, Bladed Staff, Hammer Pick, War Axe, Kryss, Spear, Composite Bow, Stone War Sword, Shortblade, Disc Mace, Soul Glaive Broadsword, Katana, Leafblade
Armor Pierce – Send an arrow flying with the chance to pierce your opponents armor for additional damage.
Requires Bushido or Ninjitsu skill.
30 Yumi Sai
Bladeweave – The Warrior becomes one with their weapon, allowing it to guide their hand. The effects of this attack are unpredictable, but effective.
25 None Elven Machete, Radiant Scimitar, Rune Blade, War Cleaver
Bleed Attack – Make your opponent bleed profusely with this wicked use of your weapon. When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds. The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages. Applies a total of 15-31 physical damage to the target over the next 10 seconds. This damage is not reduced by armor and can only be avoided through healing with bandages.
30 Battle Axe, War Fork, Pitchfork, Cleaver, Executioner’s Axe, Scythe, Cutlass, Glass Sword, Bloodblade War Mace, War Axe, Large Battle Axe
Block – Raises your defenses for a short time.
Requires Bushido or Ninjitsu skill.
30 Nunchaku, Sai, Wildstaff Tessen
Crushing Blow – Also known as the Haymaker, this attack increases the damage done by a weapon reaching its mark by 50%. Additional damage is applied as physical damage.
25 War Mace, Maul, Shepherd’s Crook, Scepter, Smith’s Hammer, Sledge Hammer, Axe, Broad Sword, Viking Sword, No-Dachi, Serpentstone Staff War Hammer, Tetsubo, Ornate Axe
Concussion Blow – This devastating strike is most effective against those who are in good health and whose reserves of mana are low, or vice versa. Applies 10-40 additional physical damage that cannot be reduced by physical resistance or other defenses.
25 Crossbow, Mace, Gnarled Staff, Diamond Mace, Boomerang Battle Axe, Maul, Lance, Quarterstaff, Long Sword, Halberd
Defense Mastery – Raises your physical resistance for a short time while lowering your ability to inflict damage.
Requires Bushido or Ninjitsu skill.
30 Lajatang Kama
Disarm – This attack allows you to disarm your foe. A successful Disarm leaves the victim unable to re-arm another weapon for 5 seconds. This move is exempt from the Tactics requirement when used as an Unarmed (wrestling) special move.
20 Bare Handed (using Wrestling skill), Ornate Axe, War Cleaver. War Fork, Mace, Shepherd’s Crook, Magic Wand, Pick Axe, Hatchet, Butcher Knife, Skinning Knife, Paladin Sword, Dual Pointed Spear, Disc Mace
Dismount – Perfect for the foot-soldier, the Dismount special attack can unseat a mounted opponent. The fighter using this ability must be on his own two feet and not in the saddle of a steed (with one exception: players may use a lance to dismount other players while mounted). If it works, the target will be knocked off his own mount and will take some extra damage from the fall. Dismounts the target. Inflicts 15-25 additional physical damage. Cannot use this while mounted, unless both protagonists are using a lance.
20 Lance, Magic Wand Pitchfork, Axe, Bladed Staff, Heavy Crossbow, Bardiche, Club, Gargish Talwar, Serpentstone Staff, Boomerang
Double Shot – Send two arrows flying at your opponent if your are mounted.
Requires Bushido or Ninjitsu skill.
30 None Yumi
Double Strike – The highly skilled warrior can use this special attack to make two quick swings in succession. Landing both blows would be devastating!
30 Repeating Crossbow, Double Bladed Staff, Quarterstaff, 2 Handed Axe, Crescent Blade, Double Axe, Katana, Pick Axe, Scimitar, Dual Short Axes, Dual Pointed Spear, Glass Staff Daisho, Wakizashi
Dual Wield – Attack faster as you swing with both weapons.
Requires Ninjitsu skill.
30 Tekagi None
Feint – Reduces the attacker’s damage by a percentage. The percentage can be 20% to 50% and scales based on the defender’s weapon skill. Duration is 6 seconds.
Requires Bushido or Ninjitsu skill.
30 Tessen, Bokuto, Daisho, Leafblade Nunchaku
Force Arrow – The archer focuses their will into an arrow of pure force, dazing their enemy. Dazed enemies are temporarily easier to hit, and sometimes forget who they are attacking.
15 Elven Composite Longbow None
Force of Nature – Enfuses the attacker with nature’s fury, granting them unparalleled strength. This dangerous channeling causes leafy vines to violently erupt from beneath the attackers skin, dealing substantial physical and poison damage to them.
35 None Wild Staff
Frenzied Whirlwind – A quick attack to all enemies in range of your weapon that causes damage over time.
Requires Bushido or Ninjitsu skill.
30 Tetsubo, Wakizashi Lajatang
Infectious Strike – Infectious Strike requires a weapon with poison charges on it Only weapon types that have Infectious Strike as an available special move will be able to be poisoned.. While no skill in Poisoning is absolutely required to use this ability, being knowledgeable in the application and use of toxins will allow a character to use Infectious Strike at reduced mana cost and to inflict more deadly poison on his victim. Level 5 poison will be possible when using this special move. Poisoning skill is not required, but without it you will only be able to inflict level 1 poisons on your victim. This move is exempt from the Tactics skill requirement.
The Poisoning skill will give a (Poisoning Skill)% chance to increase the level of poison delivered by 1. The blade must have poison applied to it. The power of the poison depends on the type of poison used and your poisoning skill.
With Poisoning skill 0.0 – 19.9 you can inflict Level 1 (with a chance of level 0)
With Poisoning skill 20.0 – 39.9 you can inflict level 2 (with a chance of level 3)
With Poisoning skill 40.0 – 59.9 you can inflict level 3 (with a chance of level 4)
With Poisoning skill 60.0 – 100.0 you can inflict level 4 (with a chance of level 5)
15 Butcher’s Knife, Dagger, Assassin Spike, Gargish Dagger Cleaver, Kryss, Pike, Double Bladed Staff, Dual Short Axes
Lightning Arrow – A charged arrow that arcs lightning into it’s targets allied.
15 Magical Shortbow None
Mortal Strike – The assassin’s friend. A successful Mortal Strike will render its victim unable to heal any damage for several seconds. Use a gruesome follow-up to finish off your foe. Lasts for 6 seconds (player) or 12 seconds (NPC). Does not prevent curing poison or stopping bleeding.
30 None Executioner’s Axe, Crossbow, Scepter, Crescent Blade, Hammer Pick, Bone Harvester, Bow, Short Spear, Glass Sword, shortblade, Glass Staff, Cyclone
Moving Shot – Available on some crossbows, this special move allows archers to fire while on the move. This shot is somewhat less accurate than normal, but the ability to fire while running is a clear advantage.
15 Heavy Crossbow Composite Bow, Repeating Crossbow, Soul Glaive
Nerve Strike – Does damage and paralyses your opponent for a short time.
Requires Bushido skill.
30 None Bokuto
Paralyzing Blow – A successful Paralyzing Blow will leave the target stunned, unable to move, attack, or cast spells, for a few seconds. Duration is 3 seconds (player), 6 seconds (NPC). The duration is broken by combat damage in the same way as paralyze spell. This move is exempt from the Tactics requirement when used as an Unarmed (wrestling) special move.
30 Bow, Pike, Bardiche, Bone Harvester, Cyclone Unarmed (no weapon, using Wrestling skill), Scythe, Gnarled Staff, Viking Sword, Scimitar, Spear, Black Staff, Stone War Sword, Bloodblade
Psychic Attack – Temporarily enchants the attacker’s weapon with deadly psychic energy, allowing it to damage the defenders mind and their ability to inflict damage with magic. Psychic Attack lowers your opponent’s Spell Damage Increase stat. The base effect is a 4% SDI decrease, and it can go up to 16%, depending how much smarter you are than your foe. And yes, SDI can actually become negative.
25 Elven Spellblade Magical Shortbow
Riding Swipe – If you are on foot, dismounts your opponent and damage the ethereal’s rider or the living mount(which must be healed before ridden again). If you are mounted, damages and stuns the mounted opponent.
Requires Bushido skill.
30 None No-Dachi

Serpent Arrow – Fires a snake at the target, poisoning them in addition to normal damage with a successful hit. The archer must be skilled in poisoning and nimble of hand to achieve success.

35 None Elven Composite Longbow
Shadow Strike – This powerful ability requires a complementary skill to activate. Successful use of Shadowstrike deals extra damage to the target and renders the attacker invisible. Only those who are Adept (80) at the art of stealth will be able to use this ability. Weapon hit does an extra 25% damage, and hides the attacker.
20 Skinning knife, Club, Short Spear Cutlass, Smith’s Hammer, Two-Handed Axe, Dagger, Sledge Hammer, Assassin Spike, Gargish Dagger
Talon Strike – Attack with increased damage with additional damage over time.
Requires Ninjitsu skill.
30 None Tekagi
Whirlwind Attack – A godsend to a warrior surrounded, the Whirlwind Attack allows the fighter to strike at all nearby targets in one mighty spinning swing. Will not accidentally strike innocents, allies, or party members.
15 Black Staff, War Hammer, Halberd, Large Battle Axe, Kama, Radiant Scimitar, Paladin Sword, Gargish Talwar Double Axe
31
Aug

Guaranteed Gain System

   Posted by: Palma   in Gameplay, Guides

The Guaranteed Gain System, or “GGS,” provides additional opportunities for skill gain alongside the basic skill gain system within Ultima Online. Although it may benefit every player at one time or another, those who play infrequently and those who suffer from consistent bad luck when attempting to increase their skills may find it especially beneficial.

UO’s basic skill gain operates as a “use-based system,” and each time a character successfully uses a skill he or she has the possibility of gaining in that skill—sometimes the character will gain skill, other times not.

GGS tracks each successful use of a skill, and whether or not skill points were gained in the wake of that success. If no skill points are gained over a given period of time, then GGS will award the character a minimum skill point gain as compensation.

It should be noted that if you use a skill and fail, GGS will not come into play. Characters will only be able to gain skill after having successfully performed an action—GGS simply improves the odds that you will gain skill points with each successful skill use.

Characters will still be able to gain skill points in the normal use-based fashion—GGS will simply be keeping track of how long it has been since you had gained a point of skill and award you a mandatory point (as in 0.0 to 0.1) if you had not gained your own after a certain period of time.

GGS Timer: The length of the time period, or “timer,” between 0.1 skill point gains is based on the level of skill; the timer will increase as characters achieve a higher total of skill points.

If the time period passes and you do not gain skill points through the regular use-based method, you will gain a point thanks to GGS. GGS time periods are based on the server system clock, meaning that you don’t have to be logged in for your timers to refresh.

However, the use-based system is not restricted by time. Therefore, even if you had just gained a point through the GGS, the game would still check for skill gain under the use-based system—although, admittedly, it would still be incredibly difficult to gain skill in this way at the high end range.

For example: You cast a spell of moderate difficulty, and succeed, but you do not gain skill. If you continue to succeed in the use of the skill but the relevant time period passes and you have still not gained a point in that skill, then you will gain a point in that skill the next time you successfully use that skill.

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